Polychromatic Escape by BLK Dragon
Polychromatic Escape is 'find all keys to escape' mini-metroidvania in full-3D (he-he:) with gravity-shifting and color-mixing shooting mechanics.
UPDATE : improved character movement and collision handling, now you don't stuck in the wall (so often); also running/jumping tweaked to be more comfortable. And now there's a proper ending. See "post-jam" version.
You are trapped on cube floating in space.

Each cube face has its own gravity vector:

The only way to escape is to find all keyword-runes to activate exit-portal. To do that, you have to find and use three pods. Each pod can shoot with single color; pods can be combined to shoot mixed colors -- to destroy certain objects blocking your way.

Controls (gamepad) : left-stick - move, right-stick - aim, 'cross' button - jump, square/triangle/circle buttons - shoot (hold several buttons to combine colors)
Controls (mouse+keyboard) :
WASD - move, mouse - aim, 'space' key - jump, left/middle/right mouse-buttons - shoot (hold several buttons to combine colors)
Screenshots:



Ratings
| Overall | 755th | 3.244⭐ | 45🧑⚖️ |
| Fun | 770th | 3.012⭐ | 44🧑⚖️ |
| Innovation | 448th | 3.349⭐ | 45🧑⚖️ |
| Theme | 765th | 3.035⭐ | 45🧑⚖️ |
| Graphics | 533th | 3.558⭐ | 45🧑⚖️ |
| Audio | 396th | 3.3⭐ | 42🧑⚖️ |
| Mood | 531th | 3.372⭐ | 45🧑⚖️ |
| Given | 88🗳️ | 21🗨️ |
I really like how the game-play takes place in a pretty small area but in a very "metroidvainia" style you unlock more and more places to go. So the place evolves overtime as you find items. Really good take on the theme!
Great entry overall!
The sound design matched the scenery and was unobtrusive.
I didn't like the character design, I think it is quite sexist. A realistic human character with no clothes but shoes and bodypaint. The animations looked flowing, the jumping was a bit odd.
The stone texture was nice, some of the normals seem to be flipped, I could glitch the character inside some of the stones.
The light guns had a nice animation and sound, in some camera angles they shot through the character, which was a bit odd. Camera movement in such a complex environment is tricky, it was ok.
And jump "animations" are just a couple of poses :) (as usual, no time to do more)

I caught a couple of bugs: once stuck in a breach, and the second time fell into stone and could not get out (
So yeah I'm happy to see a 3D platformer around here :D
Of course a bit more variety like enemies would be awesome, but yeah I guess time's limited^^
Also good work on doing animations!
The game seems enclosed, which makes a good impression.
Enemies were planned (color-coded and all that) but I'v dropped them on the second day -- it was clear I barely have time for environment / shooting / keys /UI.
I'm was thinking about mini-boss like big rock golem trying to kick you from cube to space :)
Had a lot of fun "
The character movement/collision is much harder that I was expecting, also level (collision) geometry is way too 'chaotic' so yeah, those collision issues often prevent player from completing the level.
I'm going to look into it later this week (since I'm going to re-use this code anyway).
An option for windowed with a small window would help a lot for this.
The green crystal did not explode when shooting it with the green colour. Only worked when using all colours.
First, crystal (most probably) was teal, not green.
Second, white color can destroy anything (maybe it should be a feature)
(post-jam version)
The sound was fitting and didn't intrude at all.
The models were higher quality than I would expect.
The gameplay was good, movement could use an upgrade (I haven't played the post-jam version), but was very enjoyable to play with.
I've been able to make some jumps that I believe were unintended for me to make, but I still needed to collect everything to get to the end, so no worries about that. Maybe the player could get confused, since you don't have to destroy the colorful rocks from the beginning, but it didn't confuse me, so I don't care.
And also it's 3D! :smile:
Very well made sir. :clap:
Post-jam version has many movement/collision issues resolved, so it should feel much better.
Collision handling in such chaotic 3D-environment (where you can change 'up' direction) is much harder that I initially thought :)
Even if the idea was hard and troublesome to implement, I like your ambition and ideas. I'm looking forward to playing your next games.
I'm just curious, is it nausiating when you go over cube-edge (when gravity vector changed a lot, fast) ?
I played the Jam version. On my first playthrough, I passed through the wall into the inside of a mountain and couldn't leave. On my second playthrough I got stuck between the crystals for a change - that's also when I found out I can actually shoot stuff (but I didn't have the red necessary for breaking the crystals, anyway). On third playthrough, I figured out that I'm actually supposed to destroy crystals by shooting properly coloured stuff at them, rather than avoid them by some imprecise collision trickery. After a few minutes of items collecting and precision platforming I reached the exit platform and got the congratulatory message.
I tried the post-Jam version, and it largely improved the most jarring problem, i.e. the collisions. Also, adding the target mark on collecting first shooty pod makes things more intuitive, and there's a proper ending now. So props for that.
The graphics work well enough for the game, and the music gives this nice ethereal feeling to this odd world. The UI was also clean and readable, though I'd have also liked some more explanation, especially about the pod-shooting controls (I mean, I did discover it pretty randomly). The theme is technically there, but it doesn't feel like going from near-zero to 100%; more like going from about 50% mark... (all the platforming abilities are already there, the only difference is getting tools to smash the crystals and collecting all key characters).
Overall, a pretty if clunky platformer when it comes to the Jam entry; the post-Jam version does add some useful polish on top of that.
Starting from "true zero" would be kinda tedious I thought (like you have to find jump ability etc). Also I was fixated on gravity-changing idea :)
Not a fan of the graph, but it's alright since you didn't have someone for it
The music was neat and its changes fitted the mood
(edit : I was able to cheat my way in the plateforms haha)
GG !